quake 3 jumping pods

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shabadam
Posts: 10
Joined: Sat Jul 03, 2004 11:39 am
Location: Italy

quake 3 jumping pods

Post by shabadam »

Greeting , Irrlichters !
I'm writing a fps , and I'm thinking about implementing the usage of the quake 3 jumping pods in .bsp maps. I use .bsp maps where the jumping pod is a texture on the floor , and I had this idea :
Would it be possible to get the name of the texture file the fpscamera is walking on ? In this way , in every cicle of the loop ,if the current texture name matches the jumping pod texture , an appropriate high-jumping code is enabled.
Do you have an idea on how to do this ? Or is there an alternative way ?
thanx
Robomaniac
Posts: 602
Joined: Sat Aug 23, 2003 2:03 am
Location: Pottstown, PA
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Post by Robomaniac »

Create an addition to the loader that finds them, and adds a jump trigger (node that when colided sends the player up)
The Robomaniac
Project Head / Lead Programmer
Centaur Force
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